Rendigar wrote:Actually you should try (if you have it) the Tiny White Carp instead

Tiny White Carp is an excellent choice. The only reason I didn't use it for my setup was simply because I assumed that more people had the Spawn of G'nathus, and I want my setups to be as accessible as possible.

Rendigar wrote:Actually you should try (if you have it) the Tiny White Carp instead

Tiny White Carp is an excellent choice. The only reason I didn't use it for my setup was simply because I assumed that more people had the Spawn of G'nathus, and I want my setups to be as accessible as possible.

Well according to the stats here you are correct, 12.3% have the spawn and 8.2% the white carp. Which is interesting considering how much more difficult it is to farm the spawn (vs anyone can fish) but then fishing is boring and farming the spawn pet is easy for someone with the right character (and they no doubt AH them for a tidy profit). I'll have to swap him in and see if he works better/more consistent/safer than either the water spirit or proto-whelp.

As far as the opener goes I'm sticking to what's in the guide now, but keep in mind the Imperial Eagle Chick [4-P/P] is easy enough to get, as is the Amber Moth [8-P/S]. I agree the Gryphon Hatchling is harder to get (though I did it, to test it out I had to). Unfortunately the 5.4 guide is built for the certain win in the most efficient amount of time - Moth Dust hits like a truck, but if it misses you could lose, Peck wont miss, period. Moth Dust/Reckless Strike can win it faster if that's your ultimate goal, and you don't mind resetting if either misses. The 5.4 guide wont be updated to add the Skywisp Moth as an alternate for slot 1 purely because it's worse RNG than the Amber Moth already listed - but it's definitely not a bad choice. However there are probably many varients that are not a bad choice, they just aren't as good as the ones already listed with the restrictions of least RNG, fastest wins, etc.

The more insight the community gets, the easier it is for them to decide what's best for them. If we ever get to have a forum for all the tamers, 1 per post, with discussions below it and the top 3, 5, 10, whatever in the top post, these kinds of things will be perfect for people having an issue with a specific trainer and looking for options with the pets they have.

Catalytic wrote:Quintessence, when you use two carry pets, what level are they are and how much experience do they get? For Nishi, I try to use a level 10-13 because they seem to get the max xp from the Pandaria dailies, at 5225xp with the Safari Hat. (It was like 62xx with the Lesser Pet Treat buff, but I am not specifically using those on tamers because of the travel time right now.)

Yeah, I'm pretty sure the numerical amount of exp is irrelevant. You go from 1 to 11. You go from 11 to 16. From 16 to 19. From 19 to 22. From 22 to 23. From 23 to 25. Now, those advancements assume you are only using the hat and you only use one carry pet.

_thedaniel wrote:Yeah, I'm pretty sure the numerical amount of exp is irrelevant. You go from 1 to 11. You go from 11 to 16. From 16 to 19. From 19 to 22. From 22 to 23. From 23 to 25. Now, those advancements assume you are only using the hat and you only use one carry pet.

One reason the numerical amount of EXP might matter is that the 50% buff for pet EXP is not available enough to cover each day of the week. You only get 2 max per week, leaving 5 other days of just 25% (instead of 25% + 50%). That means that if you blow your 50% on pets that don't give the max EXP you can possibly get, you are wasting some bonus and technically taking longer to level. This mainly applies if you are planning to level most or all of your pets to 25. If you are just going to level a few pets and never level any others, then the losses are too minimal to care about. From a long term levelling perspective, it is absolutely better to level 10/11 pets (and if none of those left, what ever levels are closest to those levels).

I cannot get the strategy for Wastewalker Shu to work =/ My kneebiter takes too much damage from crusher's AOE to survive Mutilator long enough to kill it. I can get off black claw, but by the time I go to hit hunting party I only have 90 hp left, and kill myself attacking due to Spiked Skin. Mutilator is left with ~1000 hp and my carry pet can't pull that off.

I've tried this several times, and I've ended up the same way each time =(

Foxxi wrote:I cannot get the strategy for Wastewalker Shu to work =/ My kneebiter takes too much damage from crusher's AOE to survive Mutilator long enough to kill it. I can get off black claw, but by the time I go to hit hunting party I only have 90 hp left, and kill myself attacking due to Spiked Skin. Mutilator is left with ~1000 hp and my carry pet can't pull that off.

I've tried this several times, and I've ended up the same way each time =(

The problem with the Wastewalker Shu fight is the inherent RNG of Rupture and Sandstorm, which makes it difficult to pull off a consistent strategy. My team of choice, however, consists of Spawn of Onyxia and Darkmoon Zeppelin.

Use Lift Off to avoid the Whirlpool, otherwise Tail Sweep. Against Pounder you want to heal where appropriate and Tail Sweep while trying to take advantage of your Dragonkin racial. Missile vs Mutilator until he has 618 health or less then Explode. Very simple.

Yamum wrote:The problem with the Wastewalker Shu fight is the inherent RNG of Rupture and Sandstorm, which makes it difficult to pull off a consistent strategy. My team of choice, however, consists of Spawn of Onyxia and Darkmoon Zeppelin.

As a note, the Red Cricket mentioned in the post above helps mitigate the RNG a lot. He is immune to stuns (so rupture isn't a problem), is able to heal past all the damage of the elemental, and hits really strong (390 skitter) for a non strong attack vs the elemental. The last two items in that list really do mitigate sandstorm a lot since he doesn't refresh until after the second quake, which gives you 4 rounds of Sandstorm freedom to pound at him.